Yes, they're for the Pokerus. The data for the Pokerus is more complicated than just 3 states. The first value is, for the most part, just a random number when you encounter the virus. The second value indicates the number of days left for the virus to be active.
I have been trying non-stop since we last spoke to reset that event flag I mentioned before with no success.
I was just wondering if you could give me a general idea of what event flags in these games tipically look like and how they change.
My first effort was to make two saves with neither one having the event completed, do unimportant stuff like walk around and have my custome-made program put all changed bytes on a "do not show" list until finally there were very few bytes showing up. Then I did the event, compared the before and after saves and had all changed bytes that were not on the list reset. That didn't work.
Then I tried looking for any obvious flag values which had changed between the before and after. I searched for 0 that became 1, 1 that became 0, 0 that became 3 (because I think it's responsible for earlier events as well like the plasma fight for the bike) and 3 that became 0. Though I've found a few of these types of bytes, changing them results in either no noticeable difference or a corrupted save which reverts to backup on load.
Can you please tell me what these types of flags usually look like in black and white?
I may be able to get 3.1.10 out today. Keyboard input for the icons is available in it, although it doesn't allow you to move Pokemon from one slot to another like the visual interface does.
The enter key lets you view data of the Pokemon in that slot. Shift + enter sets the data. The delete key (not backspace) deletes the Pokemon. The space bar toggles selection of that slot, which is used for code generation.
Additionally, I've added more detail to the text associated with each icon that the screen reader tells you about. It now includes the Pokemon species as well as whether or not it's selected. It also indicates if the slot is empty.
I'd like to ask you one quick thing though. Can you give me any pointers that'd help me recalculate save file checksums? I've almost succeeded in editing that scene data, I know you're not familiar with that information however PokeGen is able to fix the checksum after I've edited the data (though it seems I have to edit something in PokeGen before it will react to my saving).
Nothing against your program as it's amazing, but I'd like to be able to make event edits with a single program. Can you please give me some information on how to locate the checksum within a save file and what the scheme is for recalculating it? This is an area I'm not familiar with.
If you want to recalculate the checksums for Black/White, edit whatever data you need to, then modify that same data the same way in offset + 0x26000. PokeGen will then save the checksums properly for you.
I got a chance last night to read through what you linked me to.
It refers only to diamond, pearl and platinum. Will that still work in Black and White?
I'm assuming that the offsets mentioned in the code are the offsets where the checksums are stored at?
Later tonight I'll be attempting to convert that code and try to figure it out.